ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.2
Committed: Fri Aug 25 17:11:52 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +11 -2 lines
Log Message:
converted more events, broken per-object events (needs map support), lots of fixes

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.1 2006-08-13 17:16:00 elmex Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32 #include <global.h>
33 #ifndef WIN32 /* ---win32 exclude headers */
34 #include <stdio.h>
35 #include <sys/types.h>
36 #include <sys/uio.h>
37 #endif /* win32 */
38 #include <object.h>
39 #include <funcpoint.h>
40 #include <skills.h>
41 #include <loader.h>
42 #ifdef MEMORY_DEBUG
43 int nroffreeobjects = 0;
44 int nrofallocobjects = 0;
45 #undef OBJ_EXPAND
46 #define OBJ_EXPAND 1
47 #else
48 object objarray[STARTMAX]; /* All objects, allocated this way at first */
49 int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50 int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51 #endif
52
53 object *objects; /* Pointer to the list of used objects */
54 object *free_objects; /* Pointer to the list of unused objects */
55 object *active_objects; /* List of active objects that need to be processed */
56
57 void (*object_free_callback)(object *ob);
58
59 short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
62 short freearr_y[SIZEOFFREE]=
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
65 int maxfree[SIZEOFFREE]=
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
68 int freedir[SIZEOFFREE]= {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
71
72
73 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
74 static int compare_ob_value_lists_one(const object * wants, const object * has) {
75 key_value * wants_field;
76
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted...
80 */
81
82 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
84 key_value * has_field;
85
86 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key);
88
89 if (has_field == NULL) {
90 /* No field with that name. */
91 return FALSE;
92 }
93
94 /* Found the matching field. */
95 if (has_field->value != wants_field->value) {
96 /* Values don't match, so this half of the comparison is false. */
97 return FALSE;
98 }
99
100 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102
103 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE;
105 }
106
107 /* Returns TRUE if ob1 has the same key_values as ob2. */
108 static int compare_ob_value_lists(const object * ob1, const object * ob2) {
109 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :(
111 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
113 }
114
115 /* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together.
117 *
118 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency.
121 *
122 * Check nrof variable *before* calling CAN_MERGE()
123 *
124 * Improvements made with merge: Better checking on potion, and also
125 * check weight
126 */
127
128 int CAN_MERGE(object *ob1, object *ob2) {
129
130 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
132
133 if (ob1->speed != ob2->speed) return 0;
134 /* Note sure why the following is the case - either the object has to
135 * be animated or have a very low speed. Is this an attempted monster
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0;
140
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof).
144 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31)
146 return 0;
147
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning.
168 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
171
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
174
175
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT
179 */
180 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
191 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) ||
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0;
210
211 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge.
214 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
216 return 0;
217
218 switch (ob1->type) {
219 case SCROLL:
220 if (ob1->level != ob2->level) return 0;
221 break;
222
223 }
224 if (ob1->key_values != NULL || ob2->key_values != NULL) {
225 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
227 /* One has fields, but the other one doesn't. */
228 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) {
230 return 0;
231 }
232 }
233
234 /* Everything passes, must be OK. */
235 return 1;
236 }
237
238 /*
239 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up.
242 */
243 signed long sum_weight(object *op) {
244 signed long sum;
245 object *inv;
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
247 if (inv->inv)
248 sum_weight(inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 }
251 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100;
253 if(op->carrying != sum)
254 op->carrying = sum;
255 return sum;
256 }
257
258 /**
259 * Return the outermost environment object for a given object.
260 */
261
262 object *object_get_env_recursive (object *op) {
263 while (op->env != NULL)
264 op = op->env;
265 return op;
266 }
267
268 /*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274 object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279 }
280
281 /*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array.
285 */
286
287 void dump_object2(object *op) {
288 char *cp;
289 /* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 #if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307 #endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314 #if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319 #endif
320 strcat(errmsg,"end\n");
321 }
322 }
323
324 /*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328 void dump_object(object *op) {
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335 }
336
337 /* GROS - Dumps an object. Return the result into a string */
338 /* Note that no checking is done for the validity of the target string, so */
339 /* you need to be sure that you allocated enough space for it. */
340 void dump_me(object *op, char *outstr)
341 {
342 char *cp;
343
344 if(op==NULL)
345 {
346 strcpy(outstr,"[NULL pointer]");
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370 }
371
372 /*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377 void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383 }
384
385 /*
386 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390
391 object *get_nearest_part(object *op, const object *pl) {
392 object *tmp,*closest;
393 int last_dist,i;
394 if(op->more==NULL)
395 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
397 if((i=distance(tmp,pl))<last_dist)
398 closest=tmp,last_dist=i;
399 return closest;
400 }
401
402 /*
403 * Returns the object which has the count-variable equal to the argument.
404 */
405
406 object *find_object(tag_t i) {
407 object *op;
408 for(op=objects;op!=NULL;op=op->next)
409 if(op->count==i)
410 break;
411 return op;
412 }
413
414 /*
415 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999"
418 */
419
420 object *find_object_name(const char *str) {
421 const char *name=add_string(str);
422 object *op;
423 for(op=objects;op!=NULL;op=op->next)
424 if(op->name==name)
425 break;
426 free_string(name);
427 return op;
428 }
429
430 void free_all_object_data(void) {
431 #ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441 #endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444 }
445
446 /*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457 object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468 }
469
470 void clear_owner(object *op)
471 {
472 if (!op) return;
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479 }
480
481
482
483 /*
484 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects.
486 */
487 void set_owner (object *op, object *owner)
488 {
489 if(owner==NULL||op==NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */
499 while (owner->owner && owner!=owner->owner &&
500 owner->ownercount==owner->owner->count) owner=owner->owner;
501
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512 }
513
514 /* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524 void copy_owner (object *op, object *clone)
525 {
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536 }
537
538 /*
539 * Resets vital variables in an object
540 */
541
542 void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555 }
556
557 /* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links.
559 */
560 static void free_key_values(object * op) {
561 key_value * i;
562 key_value * next = NULL;
563
564 if (op->key_values == NULL) return;
565
566 for (i = op->key_values; i != NULL; i = next) {
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL;
577 }
578
579
580 /*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585 void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op);
610
611 /* the memset will clear all these values for us, but we need
612 * to reduce the refcount on them.
613 */
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623
624
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED);
631
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */
647
648 op->expmul=1.0;
649 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1;
651 if (settings.casting_time)
652 op->casting_time = -1;
653
654 }
655
656 /*
657 * copy object first frees everything allocated by the second object,
658 * and then copies the contends of the first object into the second
659 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object
662 * will point at garbage.
663 */
664
665 void copy_object(object *op2, object *op) {
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
667 event *evt, *evt2, *evt_new;
668
669 if (object_free_callback)
670 object_free_callback (op);
671
672 // callback registries and self are empty for copied objects
673 // this ought to change in the future
674
675 /* Decrement the refcounts, but don't bother zeroing the fields;
676 they'll be overwritten by memcpy. */
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687
688 /* Basically, same code as from clear_object() */
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
719
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) {
743 key_value * tail = NULL;
744 key_value * i;
745
746 op->key_values = NULL;
747
748 for (i = op2->key_values; i != NULL; i = i->next) {
749 key_value * new_link = (key_value *) malloc(sizeof(key_value));
750
751 new_link->next = NULL;
752 new_link->key = add_refcount(i->key);
753 if (i->value)
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757
758 /* Try and be clever here, too. */
759 if (op->key_values == NULL) {
760 op->key_values = new_link;
761 tail = new_link;
762 } else {
763 tail->next = new_link;
764 tail = new_link;
765 }
766 }
767 }
768
769 update_ob_speed(op);
770 }
771
772 /*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777 void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803 }
804
805 /*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811 object *get_object(void) {
812 object *op;
813
814 if(free_objects==NULL) {
815 expand_objects();
816 }
817 op=free_objects;
818 #ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826 #endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op;
855 }
856
857 /*
858 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map.
861 */
862
863 void update_turn_face(object *op) {
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
865 return;
866 SET_ANIMATION(op, op->direction);
867 update_object(op,UP_OBJ_FACE);
868 }
869
870 /*
871 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes.
874 */
875
876 void update_ob_speed(object *op) {
877 extern int arch_init;
878
879 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated.
881 */
882
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
885 #ifdef MANY_CORES
886 abort();
887 #else
888 op->speed = 0;
889 #endif
890 }
891 if (arch_init) {
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return;
898
899 /* process_events() expects us to insert the object at the beginning
900 * of the list. */
901 op->active_next = active_objects;
902 if (op->active_next!=NULL)
903 op->active_next->active_prev = op;
904 active_objects = op;
905 }
906 else {
907 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects)
909 return;
910
911 if (op->active_prev==NULL) {
912 active_objects = op->active_next;
913 if (op->active_next!=NULL)
914 op->active_next->active_prev = NULL;
915 }
916 else {
917 op->active_prev->active_next = op->active_next;
918 if (op->active_next)
919 op->active_next->active_prev = op->active_prev;
920 }
921 op->active_next = NULL;
922 op->active_prev = NULL;
923 }
924 }
925
926 /* This function removes object 'op' from the list of active
927 * objects.
928 * This should only be used for style maps or other such
929 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object.
933 */
934 void remove_from_active_list(object *op)
935 {
936 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects)
938 return;
939
940 if (op->active_prev==NULL) {
941 active_objects = op->active_next;
942 if (op->active_next!=NULL)
943 op->active_next->active_prev = NULL;
944 }
945 else {
946 op->active_prev->active_next = op->active_next;
947 if (op->active_next)
948 op->active_next->active_prev = op->active_prev;
949 }
950 op->active_next = NULL;
951 op->active_prev = NULL;
952 }
953
954 /*
955 * update_object() updates the array which represents the map.
956 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_)
962 *
963 * action is a hint of what the caller believes need to be done.
964 * For example, if the only thing that has changed is the face (due to
965 * an animation), we don't need to call update_position until that actually
966 * comes into view of a player. OTOH, many other things, like addition/removal
967 * of walls or living creatures may need us to update the flags now.
968 * current action are:
969 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed.
974 */
975
976 void update_object(object *op, int action) {
977 int update_now=0, flags;
978 MoveType move_on, move_off, move_block, move_slow;
979
980 if (op == NULL) {
981 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n");
983 return;
984 }
985
986 if(op->env!=NULL) {
987 /* Animation is currently handled by client, so nothing
988 * to do in this case.
989 */
990 return;
991 }
992
993 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways.
995 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return;
997
998 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
1001 LOG(llevError,"update_object() called for object out of map!\n");
1002 #ifdef MANY_CORES
1003 abort();
1004 #endif
1005 return;
1006 }
1007
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014
1015 if (action == UP_OBJ_INSERT) {
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020 update_now=1;
1021
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023 update_now=1;
1024
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026 update_now=1;
1027
1028 if ((move_on | op->move_on) != move_on) update_now=1;
1029 if ((move_off | op->move_off) != move_off) update_now=1;
1030 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now.
1032 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034 update_now=1;
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1;
1036 }
1037 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object
1039 * that is being removed.
1040 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1042 update_now=1;
1043 } else if (action == UP_OBJ_FACE) {
1044 /* Nothing to do for that case */
1045 }
1046 else {
1047 LOG(llevError,"update_object called with invalid action: %d\n", action);
1048 }
1049
1050 if (update_now) {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y);
1053 }
1054
1055 if(op->more!=NULL)
1056 update_object(op->more, action);
1057 }
1058
1059
1060 /*
1061 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for
1065 * this function to succeed.
1066 *
1067 * If free_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground.
1069 */
1070
1071 void free_object(object *ob) {
1072 free_object2(ob, 0);
1073 }
1074 void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1081 LOG(llevDebug,"Free object called with non removed object\n");
1082 dump_object(ob);
1083 #ifdef MANY_CORES
1084 abort();
1085 #endif
1086 }
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1089 remove_friendly_object(ob);
1090 }
1091 if(QUERY_FLAG(ob,FLAG_FREED)) {
1092 dump_object(ob);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094 return;
1095 }
1096 if(ob->more!=NULL) {
1097 free_object2(ob->more, free_inventory);
1098 ob->more=NULL;
1099 }
1100 if (ob->inv) {
1101 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects
1103 * drop on that space.
1104 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1107 {
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 free_object2(op, free_inventory);
1113 op=tmp;
1114 }
1115 }
1116 else { /* Put objects in inventory onto this space */
1117 op=ob->inv;
1118 while(op!=NULL) {
1119 tmp=op->below;
1120 remove_ob(op);
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123 free_object(op);
1124 else {
1125 op->x=ob->x;
1126 op->y=ob->y;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128 }
1129 op=tmp;
1130 }
1131 }
1132 }
1133 /* Remove object from the active list */
1134 ob->speed = 0;
1135 update_ob_speed(ob);
1136
1137 SET_FLAG(ob, FLAG_FREED);
1138 ob->count = 0;
1139
1140 /* Remove this object from the list of used objects */
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162
1163 /* Why aren't events freed? */
1164 free_key_values(ob);
1165
1166 #if 0 /* MEMORY_DEBUG*/
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168 * presumes the freed_object will stick around for at least a little
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178 #else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187 #endif
1188 }
1189
1190 /*
1191 * count_free() returns the number of objects on the list of free objects.
1192 */
1193
1194 int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i;
1200 }
1201
1202 /*
1203 * count_used() returns the number of objects on the list of used objects.
1204 */
1205
1206 int count_used(void) {
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212 }
1213
1214 /*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218 int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224 }
1225
1226 /*
1227 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)).
1229 */
1230
1231 void sub_weight (object *op, signed long weight) {
1232 while (op != NULL) {
1233 if (op->type == CONTAINER) {
1234 weight=(signed long)(weight*(100-op->stats.Str)/100);
1235 }
1236 op->carrying-=weight;
1237 op = op->env;
1238 }
1239 }
1240
1241 /* remove_ob(op):
1242 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to
1246 * the previous environment.
1247 * Beware: This function is called from the editor as well!
1248 */
1249
1250 void remove_ob(object *op) {
1251 object *tmp,*last=NULL;
1252 object *otmp;
1253 tag_t tag;
1254 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1260 dump_object(op);
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED);
1279
1280 /*
1281 * In this case, the object to be removed is in someones
1282 * inventory.
1283 */
1284 if(op->env!=NULL) {
1285 if(op->nrof)
1286 sub_weight(op->env, op->weight*op->nrof);
1287 else
1288 sub_weight(op->env, op->weight+op->carrying);
1289
1290 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call
1292 * to save cpu time.
1293 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp);
1297
1298 if(op->above!=NULL)
1299 op->above->below=op->below;
1300 else
1301 op->env->inv=op->below;
1302
1303 if(op->below!=NULL)
1304 op->below->above=op->above;
1305
1306 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do.
1309 */
1310 op->x=op->env->x,op->y=op->env->y;
1311 op->ox=op->x,op->oy=op->y;
1312 op->map=op->env->map;
1313 op->above=NULL,op->below=NULL;
1314 op->env=NULL;
1315 return;
1316 }
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 if (op->map != m) {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about
1341 */
1342
1343 /* link the object above us */
1344 if (op->above)
1345 op->above->below=op->below;
1346 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1348
1349 /* Relink the object below us, if there is one */
1350 if(op->below) {
1351 op->below->above=op->above;
1352 } else {
1353 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is
1355 * evident
1356 */
1357 if(GET_MAP_OB(m,x,y)!=op) {
1358 dump_object(op);
1359 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1360 dump_object(GET_MAP_OB(m,x,y));
1361 LOG(llevError,"%s\n",errmsg);
1362 }
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1364 }
1365 op->above=NULL;
1366 op->below=NULL;
1367
1368 if (op->map->in_memory == MAP_SAVING)
1369 return;
1370
1371 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1374 /* No point updating the players look faces if he is the object
1375 * being removed.
1376 */
1377
1378 if(tmp->type==PLAYER && tmp!=op) {
1379 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view
1381 * appropriately.
1382 */
1383 if (tmp->container==op) {
1384 CLEAR_FLAG(op, FLAG_APPLIED);
1385 tmp->container=NULL;
1386 }
1387 tmp->contr->socket.update_look=1;
1388 }
1389 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1392
1393 move_apply(tmp, op, NULL);
1394 if (was_destroyed (op, tag)) {
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401
1402 if(tmp->above == tmp)
1403 tmp->above = NULL;
1404 last=tmp;
1405 }
1406 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways.
1412 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y);
1415 }
1416 else
1417 update_object(last, UP_OBJ_REMOVE);
1418
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1420 update_all_los(op->map, op->x, op->y);
1421
1422 }
1423
1424 /*
1425 * merge_ob(op,top):
1426 *
1427 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object.
1429 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */
1432
1433 object *merge_ob(object *op, object *top) {
1434 if(!op->nrof)
1435 return 0;
1436 if(top==NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1438 for(;top!=NULL;top=top->below) {
1439 if(top==op)
1440 continue;
1441 if (CAN_MERGE(op,top))
1442 {
1443 top->nrof+=op->nrof;
1444 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op);
1447 free_object(op);
1448 return top;
1449 }
1450 }
1451 return NULL;
1452 }
1453
1454 /*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters
1457 */
1458 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1459 object* tmp;
1460 if (op->head)
1461 op=op->head;
1462 for (tmp=op;tmp;tmp=tmp->more){
1463 tmp->x=x+tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y;
1465 }
1466 return insert_ob_in_map (op, m, originator, flag);
1467 }
1468
1469 /*
1470 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list
1472 * which represents what is on a map.
1473 * The second argument specifies the map, and the x and y variables
1474 * in the object about to be inserted specifies the position.
1475 *
1476 * originator: Player, monster or other object that caused 'op' to be inserted
1477 * into 'map'. May be NULL.
1478 *
1479 * flag is a bitmask about special things to do (or not do) when this
1480 * function is called. see the object.h file for the INS_ values.
1481 * Passing 0 for flag gives proper default values, so flag really only needs
1482 * to be set if special handling is needed.
1483 *
1484 * Return value:
1485 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed
1487 * just 'op' otherwise
1488 */
1489
1490 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1491 {
1492 object *tmp, *top, *floor=NULL;
1493 sint16 x,y;
1494
1495 if (QUERY_FLAG (op, FLAG_FREED)) {
1496 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL;
1498 }
1499 if(m==NULL) {
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1502 return op;
1503 }
1504 if(out_of_map(m,op->x,op->y)) {
1505 dump_object(op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1507 #ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted.
1511 */
1512 abort();
1513 #endif
1514 return op;
1515 }
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1517 dump_object(op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1519 return op;
1520 }
1521 if(op->more!=NULL) {
1522 /* The part may be on a different map. */
1523
1524 object *more = op->more;
1525
1526 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it.
1530 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y);
1536 } else if (!more->map) {
1537 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent.
1539 */
1540 more->map = m;
1541 }
1542
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1544 if ( ! op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546 return NULL;
1547 }
1548 }
1549 CLEAR_FLAG(op,FLAG_REMOVED);
1550
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work
1558 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y);
1560 x = op->x;
1561 y = op->y;
1562
1563 /* this has to be done after we translate the coordinates.
1564 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) {
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1567 if (CAN_MERGE(op,tmp)) {
1568 op->nrof+=tmp->nrof;
1569 remove_ob(tmp);
1570 free_object(tmp);
1571 }
1572 }
1573
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1576 if (!QUERY_FLAG(op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL);
1578
1579 if (flag & INS_BELOW_ORIGINATOR) {
1580 if (originator->map != op->map || originator->x != op->x ||
1581 originator->y != op->y) {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort();
1584 }
1585 op->above = originator;
1586 op->below = originator->below;
1587 if (op->below) op->below->above = op;
1588 else SET_MAP_OB(op->map, op->x, op->y, op);
1589 /* since *below* originator, no need to update top */
1590 originator->below = op;
1591 } else {
1592 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1594 object *last=NULL;
1595 /*
1596 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects.
1606 */
1607
1608 while (top != NULL) {
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1611 if (QUERY_FLAG(top, FLAG_NO_PICK)
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1614 {
1615 /* We insert above top, so we want this object below this */
1616 top=top->below;
1617 break;
1618 }
1619 last = top;
1620 top = top->above;
1621 }
1622 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last;
1624
1625 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result.
1628 */
1629
1630 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd.
1635 */
1636 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1638 (op->face && !op->face->visibility)) {
1639 for (last=top; last != floor; last=last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1641 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we
1644 * set top to the object below us.
1645 */
1646 if (last && last->below && last != floor) top=last->below;
1647 }
1648 } /* If objects on this space */
1649 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y);
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1652
1653 /* Top is the object that our object (op) is going to get inserted above.
1654 */
1655
1656 /* First object on this space */
1657 if (!top) {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y);
1659 if (op->above) op->above->below = op;
1660 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */
1663 op->above = top->above;
1664 if (op->above) op->above->below = op;
1665 op->below = top;
1666 top->above = op;
1667 }
1668 if (op->above==NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */
1671
1672 if(op->type==PLAYER)
1673 op->contr->do_los=1;
1674
1675 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there.
1677 */
1678 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1680 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1;
1682 }
1683
1684 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient.
1692 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y);
1695
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT);
1699
1700
1701 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this.
1703 *
1704 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object().
1708 */
1709
1710 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1713 if (check_move_on(op, originator))
1714 return NULL;
1715
1716 /* If we are a multi part object, lets work our way through the check
1717 * walk on's.
1718 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1720 if (check_move_on (tmp, originator))
1721 return NULL;
1722 }
1723 return op;
1724 }
1725
1726 /* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map.
1729 */
1730 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1731 object *tmp;
1732 object *tmp1;
1733
1734 /* first search for itself and remove any old instances */
1735
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1738 remove_ob(tmp);
1739 free_object(tmp);
1740 }
1741 }
1742
1743 tmp1=arch_to_object(find_archetype(arch_string));
1744
1745
1746 tmp1->x = op->x; tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0);
1748 }
1749
1750 /*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array.
1756 */
1757
1758 object *get_split_ob(object *orig_ob, uint32 nr) {
1759 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761
1762 if(orig_ob->nrof<nr) {
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 }
1767 newob = object_create_clone(orig_ob);
1768 if((orig_ob->nrof-=nr)<1) {
1769 if ( ! is_removed)
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) {
1774 if(orig_ob->env!=NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL;
1781 }
1782 }
1783 newob->nrof=nr;
1784
1785 return newob;
1786 }
1787
1788 /*
1789 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed.
1792 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */
1795
1796 object *decrease_ob_nr (object *op, uint32 i)
1797 {
1798 object *tmp;
1799 player *pl;
1800
1801 if (i == 0) /* objects with op->nrof require this check */
1802 return op;
1803
1804 if (i > op->nrof)
1805 i = op->nrof;
1806
1807 if (QUERY_FLAG (op, FLAG_REMOVED))
1808 {
1809 op->nrof -= i;
1810 }
1811 else if (op->env != NULL)
1812 {
1813 /* is this object in the players inventory, or sub container
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i;
1833 if (tmp) {
1834 esrv_send_item(tmp, op);
1835 }
1836 } else {
1837 remove_ob (op);
1838 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 }
1842 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) {
1857 if (op->nrof)
1858 esrv_send_item(tmp, op);
1859 else
1860 esrv_del_item(tmp->contr, op->count);
1861 }
1862 }
1863
1864 if (op->nrof) {
1865 return op;
1866 } else {
1867 free_object (op);
1868 return NULL;
1869 }
1870 }
1871
1872 /*
1873 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying.
1875 */
1876
1877 void add_weight (object *op, signed long weight) {
1878 while (op!=NULL) {
1879 if (op->type == CONTAINER) {
1880 weight=(signed long)(weight*(100-op->stats.Str)/100);
1881 }
1882 op->carrying+=weight;
1883 op=op->env;
1884 }
1885 }
1886
1887 /*
1888 * insert_ob_in_ob(op,environment):
1889 * This function inserts the object op in the linked list
1890 * inside the object environment.
1891 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero
1899 */
1900
1901 object *insert_ob_in_ob(object *op,object *where) {
1902 object *tmp, *otmp;
1903
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1905 dump_object(op);
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1921 op->name, op->count);
1922 return op;
1923 }
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED);
1926 if(op->nrof) {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) {
1929 /* return the original object and remove inserted object
1930 (client needs the original object) */
1931 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight.
1934 */
1935 add_weight (where, op->weight*op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */
1938 op = tmp;
1939 remove_ob (op); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED);
1941 break;
1942 }
1943
1944 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract
1947 * the weight, so we need to add it in again, since we actually do
1948 * the linking below
1949 */
1950 add_weight (where, op->weight*op->nrof);
1951 } else
1952 add_weight (where, (op->weight+op->carrying));
1953
1954 otmp=is_player_inv(where);
1955 if (otmp&&otmp->contr!=NULL) {
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp);
1958 }
1959
1960 op->map=NULL;
1961 op->env=where;
1962 op->above=NULL;
1963 op->below=NULL;
1964 op->x=0,op->y=0;
1965 op->ox=0,op->oy=0;
1966
1967 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map)
1969 {
1970 #ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1972 op->name);
1973 #endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1975 }
1976
1977 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function...
1979 */
1980 if (where->inv==NULL)
1981 where->inv=op;
1982 else {
1983 op->below = where->inv;
1984 op->below->above = op;
1985 where->inv = op;
1986 }
1987 return op;
1988 }
1989
1990 /*
1991 * Checks if any objects has a move_type that matches objects
1992 * that effect this object on this space. Call apply() to process
1993 * these events.
1994 *
1995 * Any speed-modification due to SLOW_MOVE() of other present objects
1996 * will affect the speed_left of the object.
1997 *
1998 * originator: Player, monster or other object that caused 'op' to be inserted
1999 * into 'map'. May be NULL.
2000 *
2001 * Return value: 1 if 'op' was destroyed, 0 otherwise.
2002 *
2003 * 4-21-95 added code to check if appropriate skill was readied - this will
2004 * permit faster movement by the player through this terrain. -b.t.
2005 *
2006 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top.
2009 */
2010
2011 int check_move_on (object *op, object *originator)
2012 {
2013 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map;
2016 int x=op->x, y=op->y;
2017 MoveType move_on, move_slow, move_block;
2018
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0;
2100 }
2101
2102 /*
2103 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none.
2106 */
2107
2108 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2109 object *tmp;
2110 if(m==NULL || out_of_map(m,x,y)) {
2111 LOG(llevError,"Present_arch called outside map.\n");
2112 return NULL;
2113 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at)
2116 return tmp;
2117 return NULL;
2118 }
2119
2120 /*
2121 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none.
2124 */
2125
2126 object *present(unsigned char type,mapstruct *m, int x,int y) {
2127 object *tmp;
2128 if(out_of_map(m,x,y)) {
2129 LOG(llevError,"Present called outside map.\n");
2130 return NULL;
2131 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2133 if(tmp->type==type)
2134 return tmp;
2135 return NULL;
2136 }
2137
2138 /*
2139 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none.
2142 */
2143
2144 object *present_in_ob(unsigned char type, const object *op) {
2145 object *tmp;
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2147 if(tmp->type==type)
2148 return tmp;
2149 return NULL;
2150 }
2151
2152 /*
2153 * present_in_ob (type, str, object) searches for any objects with
2154 * a matching type & name variable in the inventory of the given object.
2155 * The first matching object is returned, or NULL if none.
2156 * This is mostly used by spell effect code, so that we only
2157 * have one spell effect at a time.
2158 * type can be used to narrow the search - if type is set,
2159 * the type must also match. -1 can be passed for the type,
2160 * in which case the type does not need to pass.
2161 * str is the string to match against. Note that we match against
2162 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name
2164 * to be unique.
2165 */
2166
2167 object *present_in_ob_by_name(int type, const char *str, const object *op) {
2168 object *tmp;
2169
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2172 return tmp;
2173 }
2174 return NULL;
2175 }
2176
2177 /*
2178 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none.
2181 */
2182
2183 object *present_arch_in_ob(const archetype *at, const object *op) {
2184 object *tmp;
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2186 if( tmp->arch == at)
2187 return tmp;
2188 return NULL;
2189 }
2190
2191 /*
2192 * activate recursively a flag on an object inventory
2193 */
2194 void flag_inv(object*op, int flag){
2195 object *tmp;
2196 if(op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2198 SET_FLAG(tmp, flag);
2199 flag_inv(tmp,flag);
2200 }
2201 }/*
2202 * desactivate recursively a flag on an object inventory
2203 */
2204 void unflag_inv(object*op, int flag){
2205 object *tmp;
2206 if(op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2208 CLEAR_FLAG(tmp, flag);
2209 unflag_inv(tmp,flag);
2210 }
2211 }
2212
2213 /*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function.
2218 */
2219
2220 void set_cheat(object *op) {
2221 SET_FLAG(op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ);
2223 }
2224
2225 /*
2226 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain
2228 * the given object. start and stop specifies how many squares
2229 * to search (see the freearr_x/y[] definition).
2230 * It returns a random choice among the alternatives found.
2231 * start and stop are where to start relative to the free_arr array (1,9
2232 * does all 4 immediate directions). This returns the index into the
2233 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2234 * Note - this only checks to see if there is space for the head of the
2235 * object - if it is a multispace object, this should be called for all
2236 * pieces.
2237 * Note2: This function does correctly handle tiled maps, but does not
2238 * inform the caller. However, insert_ob_in_map will update as
2239 * necessary, so the caller shouldn't need to do any special work.
2240 * Note - updated to take an object instead of archetype - this is necessary
2241 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc.
2245 */
2246
2247 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2248 int i,index=0, flag;
2249 static int altern[SIZEOFFREE];
2250
2251 for(i=start;i<stop;i++) {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2253 if(!flag)
2254 altern[index++]=i;
2255
2256 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space.
2263 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2265 stop=maxfree[i];
2266 }
2267 if(!index) return -1;
2268 return altern[RANDOM()%index];
2269 }
2270
2271 /*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like
2273 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */
2277
2278 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2279 int i;
2280 for(i=0;i<SIZEOFFREE;i++) {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2282 return i;
2283 }
2284 return -1;
2285 }
2286
2287 /*
2288 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1].
2290 */
2291 static void permute(int *arr, int begin, int end)
2292 {
2293 int i, j, tmp, len;
2294
2295 len = end-begin;
2296 for(i = begin; i < end; i++)
2297 {
2298 j = begin+RANDOM()%len;
2299
2300 tmp = arr[i];
2301 arr[i] = arr[j];
2302 arr[j] = tmp;
2303 }
2304 }
2305
2306 /* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order.
2312 */
2313 void get_search_arr(int *search_arr)
2314 {
2315 int i;
2316
2317 for(i = 0; i < SIZEOFFREE; i++)
2318 {
2319 search_arr[i] = i;
2320 }
2321
2322 permute(search_arr, 1, SIZEOFFREE1+1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2325 }
2326
2327 /*
2328 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects.
2330 * It will not considered the object given as exclude among possible
2331 * live objects.
2332 * It returns the direction toward the first/closest live object if finds
2333 * any, otherwise 0.
2334 * Perhaps incorrectly, but I'm making the assumption that exclude
2335 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move
2337 * there is capable of.
2338 */
2339
2340 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2341 int i,max=SIZEOFFREE, mflags;
2342 sint16 nx, ny;
2343 object *tmp;
2344 mapstruct *mp;
2345 MoveType blocked, move_type;
2346
2347 if (exclude && exclude->head) {
2348 exclude = exclude->head;
2349 move_type = exclude->move_type;
2350 } else {
2351 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL;
2353 }
2354
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i];
2359
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) {
2362 max = maxfree[i];
2363 } else {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2365
2366 if ((move_type & blocked) == move_type) {
2367 max=maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2372 break;
2373 }
2374 }
2375 if(tmp) {
2376 return freedir[i];
2377 }
2378 }
2379 }
2380 }
2381 return 0;
2382 }
2383
2384 /*
2385 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects.
2387 */
2388
2389 int distance(const object *ob1, const object *ob2) {
2390 int i;
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2393 return i;
2394 }
2395
2396 /*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it.
2400 */
2401
2402 int find_dir_2(int x, int y) {
2403 int q;
2404
2405 if(y)
2406 q=x*100/y;
2407 else if (x)
2408 q= -300*x;
2409 else
2410 return 0;
2411
2412 if(y>0) {
2413 if(q < -242)
2414 return 3 ;
2415 if (q < -41)
2416 return 2 ;
2417 if (q < 41)
2418 return 1 ;
2419 if (q < 242)
2420 return 8 ;
2421 return 7 ;
2422 }
2423
2424 if (q < -242)
2425 return 7 ;
2426 if (q < -41)
2427 return 6 ;
2428 if (q < 41)
2429 return 5 ;
2430 if (q < 242)
2431 return 4 ;
2432
2433 return 3 ;
2434 }
2435
2436 /*
2437 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction).
2440 */
2441
2442 int absdir(int d) {
2443 while(d<1) d+=8;
2444 while(d>8) d-=8;
2445 return d;
2446 }
2447
2448 /*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir())
2451 */
2452
2453 int dirdiff(int dir1, int dir2) {
2454 int d;
2455 d = abs(dir1 - dir2);
2456 if(d>4)
2457 d = 8 - d;
2458 return d;
2459 }
2460
2461 /* peterm:
2462 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2463 * Basically, this is a table of directions, and what directions
2464 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2465 * This basically means that if direction is 15, then it could either go
2466 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction
2468 * functions.
2469 */
2470
2471 int reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */
2473 {0,0,0}, /* 1 */
2474 {0,0,0}, /* 2 */
2475 {0,0,0}, /* 3 */
2476 {0,0,0}, /* 4 */
2477 {0,0,0}, /* 5 */
2478 {0,0,0}, /* 6 */
2479 {0,0,0}, /* 7 */
2480 {0,0,0}, /* 8 */
2481 {8,1,2}, /* 9 */
2482 {1,2,-1}, /* 10 */
2483 {2,10,12}, /* 11 */
2484 {2,3,-1}, /* 12 */
2485 {2,3,4}, /* 13 */
2486 {3,4,-1}, /* 14 */
2487 {4,14,16}, /* 15 */
2488 {5,4,-1}, /* 16 */
2489 {4,5,6}, /* 17 */
2490 {6,5,-1}, /* 18 */
2491 {6,20,18}, /* 19 */
2492 {7,6,-1}, /* 20 */
2493 {6,7,8}, /* 21 */
2494 {7,8,-1}, /* 22 */
2495 {8,22,24}, /* 23 */
2496 {8,1,-1}, /* 24 */
2497 {24,9,10}, /* 25 */
2498 {9,10,-1}, /* 26 */
2499 {10,11,-1}, /* 27 */
2500 {27,11,29}, /* 28 */
2501 {11,12,-1}, /* 29 */
2502 {12,13,-1}, /* 30 */
2503 {12,13,14}, /* 31 */
2504 {13,14,-1}, /* 32 */
2505 {14,15,-1}, /* 33 */
2506 {33,15,35}, /* 34 */
2507 {16,15,-1}, /* 35 */
2508 {17,16,-1}, /* 36 */
2509 {18,17,16}, /* 37 */
2510 {18,17,-1}, /* 38 */
2511 {18,19,-1}, /* 39 */
2512 {41,19,39}, /* 40 */
2513 {19,20,-1}, /* 41 */
2514 {20,21,-1}, /* 42 */
2515 {20,21,22}, /* 43 */
2516 {21,22,-1}, /* 44 */
2517 {23,22,-1}, /* 45 */
2518 {45,47,23}, /* 46 */
2519 {23,24,-1}, /* 47 */
2520 {24,9,-1}}; /* 48 */
2521
2522 /* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW
2527 */
2528
2529
2530 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2531 sint16 dx, dy;
2532 int mflags;
2533
2534 if(dir<0) return 0; /* exit condition: invalid direction */
2535
2536 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir];
2538
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2540
2541 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or
2546 * at least its move type.
2547 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2549
2550 /* yes, can see. */
2551 if(dir < 9) return 1;
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2555 }
2556
2557
2558
2559 /*
2560 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0.
2563 *
2564 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2565 * core dumps if they do.
2566 *
2567 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */
2569
2570 int can_pick(const object *who, const object *item) {
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575 }
2576
2577
2578 /*
2579 * create clone from object to another
2580 */
2581 object *object_create_clone (object *asrc) {
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2583
2584 if(!asrc) return NULL;
2585 src = asrc;
2586 if(src->head)
2587 src = src->head;
2588
2589 prev = NULL;
2590 for(part = src; part; part = part->more) {
2591 tmp = get_object();
2592 copy_object(part,tmp);
2593 tmp->x -= src->x;
2594 tmp->y -= src->y;
2595 if(!part->head) {
2596 dst = tmp;
2597 tmp->head = NULL;
2598 } else {
2599 tmp->head = dst;
2600 }
2601 tmp->more = NULL;
2602 if(prev)
2603 prev->more = tmp;
2604 prev = tmp;
2605 }
2606 /*** copy inventory ***/
2607 for(item = src->inv; item; item = item->below) {
2608 (void) insert_ob_in_ob(object_create_clone(item),dst);
2609 }
2610
2611 return dst;
2612 }
2613
2614 /* return true if the object was destroyed, 0 otherwise */
2615 int was_destroyed (const object *op, tag_t old_tag)
2616 {
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620 }
2621
2622 /* GROS - Creates an object using a string representing its content. */
2623 /* Basically, we save the content of the string to a temp file, then call */
2624 /* load_object on it. I admit it is a highly inefficient way to make things, */
2625 /* but it was simple to make and allows reusing the load_object function. */
2626 /* Remember not to use load_object_str in a time-critical situation. */
2627 /* Also remember that multiparts objects are not supported for now. */
2628
2629 object* load_object_str(const char *obstr)
2630 {
2631 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF];
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2635 tempfile=fopen(filename,"w");
2636 if (tempfile == NULL)
2637 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n");
2639 return NULL;
2640 };
2641 fprintf(tempfile,obstr);
2642 fclose(tempfile);
2643
2644 op=get_object();
2645
2646 tempfile=fopen(filename,"r");
2647 if (tempfile == NULL)
2648 {
2649 LOG(llevError,"Error - Unable to read object temp file\n");
2650 return NULL;
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED);
2655 fclose(tempfile);
2656 return op;
2657 }
2658
2659 /* This returns the first object in who's inventory that
2660 * has the same type and subtype match.
2661 * returns NULL if no match.
2662 */
2663 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2664 {
2665 object *tmp;
2666
2667 for (tmp=who->inv; tmp; tmp=tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2669
2670 return NULL;
2671 }
2672
2673 /* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL.
2675 *
2676 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing.
2678 */
2679 key_value * get_ob_key_link(const object * ob, const char * key) {
2680 key_value * link;
2681
2682 for (link = ob->key_values; link != NULL; link = link->next) {
2683 if (link->key == key) {
2684 return link;
2685 }
2686 }
2687
2688 return NULL;
2689 }
2690
2691 /*
2692 * Returns the value of op has an extra_field for key, or NULL.
2693 *
2694 * The argument doesn't need to be a shared string.
2695 *
2696 * The returned string is shared.
2697 */
2698 const char * get_ob_key_value(const object * op, const char * const key) {
2699 key_value * link;
2700 const char * canonical_key;
2701
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field.
2709 */
2710 return NULL;
2711 }
2712
2713 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead.
2715 */
2716 for (link = op->key_values; link != NULL; link = link->next) {
2717 if (link->key == canonical_key) {
2718 return link->value;
2719 }
2720 }
2721 return NULL;
2722 }
2723
2724
2725 /*
2726 * Updates the canonical_key in op to value.
2727 *
2728 * canonical_key is a shared string (value doesn't have to be).
2729 *
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys.
2732 *
2733 * Returns TRUE on success.
2734 */
2735 int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2736 key_value * field = NULL, *last=NULL;
2737
2738 for (field=op->key_values; field != NULL; field=field->next) {
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743
2744 if (field->value) FREE_AND_CLEAR_STR(field->value);
2745 if (value)
2746 field->value = add_string(value);
2747 else {
2748 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load,
2751 * we get this value back again.
2752 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key))
2754 field->value = NULL;
2755 else {
2756 /* Delete this link */
2757 if (field->key) FREE_AND_CLEAR_STR(field->key);
2758 if (field->value) FREE_AND_CLEAR_STR(field->value);
2759 if (last) last->next = field->next;
2760 else op->key_values = field->next;
2761 free(field);
2762 }
2763 }
2764 return TRUE;
2765 }
2766 /* IF we get here, key doesn't exist */
2767
2768 /* No field, we'll have to add it. */
2769
2770 if (!add_key) {
2771 return FALSE;
2772 }
2773 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings,
2777 * should pass in ""
2778 */
2779 if (value == NULL) return TRUE;
2780
2781 field = (key_value *) malloc(sizeof(key_value));
2782
2783 field->key = add_refcount(canonical_key);
2784 field->value = add_string(value);
2785 /* Usual prepend-addition. */
2786 field->next = op->key_values;
2787 op->key_values = field;
2788
2789 return TRUE;
2790 }
2791
2792 /*
2793 * Updates the key in op to value.
2794 *
2795 * If add_key is FALSE, this will only update existing keys,
2796 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key
2798 *
2799 * Returns TRUE on success.
2800 */
2801 int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2802 const char * canonical_key = NULL;
2803 int floating_ref = FALSE;
2804 int ret;
2805
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string
2807 * to get_ob_key_link(), without leaving a leaked refcount.
2808 */
2809
2810 canonical_key = find_string(key);
2811 if (canonical_key == NULL) {
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823 }